WizarDru said:
Sorry, It sounds more like I misunderstood you, or applied other folks arguments and wrapped them up with you.
No sweat. It's a message board, it happens!
WizarDru said:
I understand the sentiment, and that's not a bad solution. However, one thing I also come back to is that while I'm the main DM, I'm not the ONLY DM. This was true back in AD&D days, as well. How can I keep players ignorant of the stats for a beholder, if two of them used them in their own games last week? That's why I invented new monsters back then...but these days, I can do it consistently, within the rules...instead of by total fiat. I consider that a bonus of the system, not being forced into mechanical mode. Different folks may see it differently.
Well, we've always been fine with trusting players to play what their character knows, not what the player knows, as most of us has spent time behind the screen.
Tweaking and creating monsters is a time-honored tradition, and one of the best parts of D&D, and part of why we play. They keep the game fresh for those of us who have a dragon scalp of every color on our trophy shelf.
As far as consistency, I'm not 100% convicned that it is any better now than it was before. A DM is still responsible for putting forth a challenging, but not completely overwhelming (well, not always, anyway) encounter for the PCs to play off of. CR and all of the well defined mechanics helps to a certain degree, but what if you are playing with a group of 6 players running Fighters and Clerics, or running a game with a higher or lower degree of magic? It's down to the DM to do his job, in a fair way, just as it always has been. Despite the streamlined, cohesive ruleset of 3.x, a DM can still screw the party, either through malice or negligence. It all comes down to trust between the DM and players. But now we're getting into other threads.
WizarDru said:
Further, that whole idea is also somewhat flawed in that after the N-th encounter with monster X, the players will have a good idea of it's capablities, anyhow. The third time you fight a Chuul, you know everything there is to know about it...unless you modify it, which invalidates the whole concern about keeping the info secret in the first place. Besides which, there are so many monsters out there, my players rarely remember specific instances of more obscure creatures when they meet them, anyhow. Now, at that time, I may deny them access to the MM, during the encounter (who remembers the stats of a Yeth hound or Yrrthak of the top of their head, and their special attacks?), but I find it hard to believe that a wizard with an INT of 34 and a Knowledge Arcana of 40+ is going to have a hard time figuring certain things out about a creature. Again, that could be just me.
Well, I dunno what to say, other than the honor system has worked well with every group I have played with. The guys I have played with (with some exceptions of course), just plain understand that their characters cannot act on knowledge they do not have. When they start to stray, it's understood that the DM will prod them back.
And sure, the the wizard in your example is going to be able to figure out alot about a particular creature. Much more than say, the 2nd level wizard the guy was playing in my example. I understand that, and I take it into account when the knowledge checks are made. I also try to work in past history at the time. For example, if the wizard would make the check, I'd make a reference to a musty old tomb he had read while researching spells when he last leveled up, or some such.
WizarDru said:
My point being is that if denying exclusive access to the DMG and MM, that it's a quixotic endeavour, and not really necessary to the game, per se.
I never said exclusive. I'm not B.A. Felton. I know these guys have the books at home. I just don't let them thumb through the MM and such at the table. In retrospect, I guess I didn't make it clear in the original post. I assumed when I said "never", it would be obvious that I meant it in regards to that situation.